325e893376
The software renderer already did this, but not the GL renderers. Maybe the logic was lost somewhere on the long way... Without this change a fullbright lightmap is generated for SURF_SKY surfaces and without the SURF_DRAWSKY flags the surfaces aren't skipped in RecursiveLightPoint() and GL3_LM_CreateSurfaceLightmap(). This isn't a problem under real skyboxes, but in cases were SURF_SKY is abused fpr interior lightning. rmine2.bsp in rogue is a good place to see the problem Reported by @m-x-d, fixes #393. |
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doc | ||
src | ||
stuff | ||
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CHANGELOG | ||
CMakeLists.txt | ||
LICENSE | ||
Makefile | ||
README.md |
Yamagi Quake II
This is the Yamagi Quake II Client, an enhanced version of id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs if the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64 bit clean. It works perfectly on modern processors and operating systems. Yamagi Quake II runs on nearly all common platforms; including FreeBSD, Linux, OpenBSD, Windows and OS X (experimental).
This code is build upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the LICENSE file for further information.
Documentation
Before asking any questions read through the documentation! The current version can be found here: doc/01_index.md
Releases
The official releases (including Windows binaries) can be found at our homepage: https://www.yamagi.org/quake2